Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #11424
    Punishment_Fatal wrote View original post
    http://tf2.gamebanana.com/maps/179038 Updated version of trade_minecraft_realms


    Forum post image
    :|
    Also, credit is now on the HUD because apparently, people aren't respectful to the makers of the map and simply delete the credit board. That's not nice, seriously (-_-;)
    Like I give a shit. Destroyed that overlay immediately.

    Updated trade_minecraft_realms_v2 to trade_minecraft_realms_final.
    Added trade_plaza_ox3_b4_fixed to the rotation.
  2. Re: Map Rotation / Map Suggestions

    #11428
    VoiDeD wrote View original post
    Forum post image
    Like I give a shit. Destroyed that overlay immediately.

    Thanks for that. It was bugging me too when I installed the map, and I didn't think there was a way to remove it, so that's why I was a bit reluctant.
  3. Re: Map Rotation / Map Suggestions

    #11810
    http://tf2.gamebanana.com/maps/179381 Coming in as a new suggestion is trade_sunset_saloon_r2_2, which I must say is a pretty good looking map. The map itself isn't that big in size, but it's a very tall and lovely map, having beautiful textures to show every part of the map clearly. Anyways, back to the actual gameplay mechanics. There are 3 spawndoors for each team so it's pretty hard to get spawncamped all the time, and the spawnrooms are rather big. The main house is rather big, but has multiple rooms for leisure (and possibly fighting). With 3 paths, you got the normal out-of-spawn door, an underground path that can lead to more fighting as the spawnrooms are rather close, and a side path on each side that leads out to the main area. Overall, I'd say this map is pretty good.
  4. Re: Map Rotation / Map Suggestions

    #11889
    http://www.tfmaps.com/details.php?file=1145 - Trade_Space_v1. While the size does concern me, it's a very open map with a boxing ring and spycrab arena (not like we need a spycrab place) seperated and accessible from spawn, so no killing will happen in the process. The main highlight of this map though is outside, which is space in its entirety. There's asteroids, and asteroids, a random space gas station for each team so you can resupply there, and more asteroids. The skybox on that map is almost non-existent as the highest asteroid takes around 2-3 rockets on low grav in order to actually get there. Anyways, it's a pretty fun map to mess around in.

    http://www.tfmaps.com/details.php?file=891 - Trade_Skyte_a3. A pretty cubed map which is very open (seems to be the theme with these 2 maps). Anyways, each main section has a little map that tells you where you are so you don't get lost, and there's multiple paths to get out of spawn so you're not always stuck. There is little open spots in between each base so people can have Sniper battles (although I don't know if a Sniper bullet can actually reach that far).

    From that, I would also like to add some maps that I feel need to retire from our server:

    pkmn_saffroncity: While it lived a good and long run, most of the server doesn't like it anymore as the map is rather small and the bright colors hurts everyone's eyes.

    trade_castlesiege: Most of the server doesn't care to nominate this map and it's rarely played.

    trade_entertainment: Most people, when this map is played, rtv immediately or shortly after it's nominated because they don't like getting spawncamped and the map itself is small.

    trade_minecraft_b42: While it is one of our oldest maps, it's rarely nominated anymore, and we seem to have a surplus of minecraft maps now. Speaking of minecraft maps...

    trade_meincraft_shtupid: A rather small map with wonky physics and not much space to move around, most people hesistate to stay on the server. Also, most people are starting to get tired of Minecraft maps.

    trade_patrol: No fighting = no fun from what I've seen. Most people immediately rtv because they can't fight.

    trade_plaza: Another one of our older maps, a lot of the maps we currently have already incorporate this map into their map, so having the template seems a bit unnecessary, as this map also doesn't have resupply lockers so everyone relies on dispensers.

    ...And that should be about it for now. Thanks for the consideration.
  5. Re: Map Rotation / Map Suggestions

    #11890
    Punishment_Fatal wrote View original post
    pkmn_saffroncity: No
    trade_meincraft_shtupid: Yes
    trade_plaza: Yes

    I can't comment on the rest as I haven't played them
  6. Re: Map Rotation / Map Suggestions

    #11893
    111112oo wrote View original post
    I can't comment on the rest as I haven't played them

    Why not saffroncity though? Most of the people on the server hate it for it's bright colors and also it's easily spawn campable unlike the other maps I've suggested be removed.
  7. Re: Map Rotation / Map Suggestions

    #12140
    So with the maps I suggested be removed, should I get more opinions and votes to come on the forums and also say they want it removed or what?

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